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Wave X: The Good, The Bad, and the Ugly

Discussion in 'Capture the Flag' started by Colonel_Graff, Aug 17, 2015.

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What did you think about Wave X? (Please comment below to expand on your answer)

  1. Great!

    3 vote(s)
    5.0%
  2. Good...

    21 vote(s)
    35.0%
  3. Meh.

    15 vote(s)
    25.0%
  4. Not to hot...

    14 vote(s)
    23.3%
  5. Terrible.

    7 vote(s)
    11.7%
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  1. Colonel_Graff

    Colonel_Graff http://www.brawl.com/games/ctf/lookup/188857/

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    I, like everyone else, was pumped about Wave X. However, IMO, it was more of a fizzle than a bang. More than half the maps I played weren't that good, and while I pondered why some maps sucked, I made a list of what makes a good map. They are as follows:

    1) Correct map size. It seems to be a common mistake to make a map big (ahem, I know, I made Chalet which was the biggest map ever...) Blackout and Beaver Creek are great maps because they are compact.

    2) Good player mechanics. Some maps are terrible to play when the player mechanics make for bad gameplay (Airbaloons with the use of void, and that other map (Norse Dominion?) where the center is raised, and if you get knocked off you end up falling and dying or end up in the water surrounding the map). Player mechanics make a map great or terrible.

    3) Asthetics. Having a good color palette makes a difference. There should be a pleasing theme to the map; if you've used every block available in Creative, you've done it wrong. I saw a few maps just like this in wave X and it made me sick.

    4) Orientation and layout. A good map allows you to orient yourself and know where your flag room and the enemies flag room is. Maps like Black/Whiteout and Ship Battle are great at this- I can stand anywhere and know where my flag room and the enemies flag room are.

    5) Ease of finding the flag room. Parklife was a good example of this- it took me 10 minutes to find the flag room, and it wasn't obvious it was the flag room because of the structures around it.

    6) Instakill avoidance. A map is terrible if there is little cover from archers, and no water to jump in and avoid Pyros. If a Pyro can camp in a critical area, or archers can headshot anyone crossing a bottleneck, the map has been done wrong. Example: Beaver Creek, archer OP due to the water/lack of cover in the middle

    7) Overuse of sponges. I've seen this in so many maps- the use of sponges when it's unnecessary. I'm not saying sponges should be removed, but they have their time and place. If a sponge can be replaced by a ladder or stairs, then by God do it. Ladders and stairs are more intuitive to a player than a sponge.

    8) Bad flag rooms. Flag rooms that are too small, or too big cause issues. Good flag rooms have access from a number of different directions. If a Pyro can camp and defend a flag room, it needs to be redesigned.

    9) Bad spawns. Spawns that funnel players in one direction and/or are too far from the Flag room are not good design- there should be several ways to leave spawn, one of which should lead directly to the flag room.

    10) Character. A map should have a fun theme to it, something to make to cohesive. Blackout and Opposites do this; Airballoons too (the version that has the actual balloons in it). If you can look at a map and describe the theme in a word or sentence, you've done it right.

    All that being said, many of the Wave X maps don't measure up to these criteria, and there should be a grading scale maps need to pass to be posted. The good maps (Vellagio) meet most of these and the bad maps (Parklife) don't.
     
    • Agree Agree x 6
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    #1 Colonel_Graff, Aug 17, 2015
    Last edited: Aug 17, 2015
  2. MineBrick12

    MineBrick12 Active Member

    Joined:
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    231
    Ratings:
    +14
    NO
     
    • Agree Agree x 3
  3. Plecarcuis

    Plecarcuis Member

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    +10
    Parklife= rly bad :frowning:
    Its too flat, you could probably blind headshot someone across the map if your good enough, imo.
    I don't remember the name of the other one that I wasn't really too fond of.

    But, I agree in some ways
    blackout 2 laggy 4 me
     
    • Agree Agree x 1
  4. Colonel_Graff

    Colonel_Graff http://www.brawl.com/games/ctf/lookup/188857/

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    Beaver Creek is right sized as a map. Player mechanics (cough, Archer OP because of the water in the middle, cough) are terrible on that map. Dry up most of the water and add a bit of cover in the middle and then we can talk more about it.
     
  5. MineBrick12

    MineBrick12 Active Member

    Joined:
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    ok fine
    that's the only thing good about it
    basically you could take the entire middle of the map and take it out and leave the void there and it would still basically function the same
     
  6. CrystaliteRyuko

    CrystaliteRyuko Well-Known Member

    Joined:
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    Hmm, the wave X maps are well, weird.
     
  7. Lugia_

    Lugia_ support =D

    Joined:
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    In the poll, I voted the second option.

    There were some fantastic maps and some maps that really aren't ready for the rotation yet. I was a little bit disappointed with some of the maps that I thought would show to be impressive.

    As someone who got maps into the new wave, I definitely want to hear opinions. (If you're wondering, the maps that I got in were Villaggio Chiesa, Cruise Ship Battle, and Castle Village II. I didn't create these alone. For the other builders names do /author when on that map or check spawn.)

    Here's what I think of the maps so far:
    • Skyglass - I found it pretty fun.
    • Woodlands - I haven't played this one yet, no opinion.
    • Soul - I disliked this one, the ice was overwhelming and the flag was not balanced at all.
    • Subzero - Spawn was messed up but I walked around for a bit and found myself disliking that one too.
    • Divergent Strike - Too much like the original, nothing seems to be changed but aesthetics and the flag room (which, I don't like either.)
    • Parklife - It's too open and flat. Also, the flag room is extremely hard to escape and the restrictions are broken. The entire bottom map is hollow. I dislike this one as well.
    • Lighthouse Rework - I like this one for the most part.
    • Pagodas Symmetrical - I also like this one for the most part.
    • Slate - Compared to her other maps, it's a little disappointing. However, compared to the rest of the wave, it's decent.
    • Night Raid II - It's better than the original so I like it.
    • Forest of Rivals II - I have barely any play time with it but it looks a lot better.
    I'm not going to write about my own maps as my opinion will most likely be biased.

    As of right now, my favorite map from the wave is Pagodas Symmetrical.
     
    • Agree Agree x 2
    • Like Like x 1
  8. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    Some maps are aestheicaly bad
     
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  9. Colonel_Graff

    Colonel_Graff http://www.brawl.com/games/ctf/lookup/188857/

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    The point of this thread was to talk about, in an objective way, why maps were either good or not so good. I'm not here to single anyone out, but just come up for things to think about in the future. Some maps were great, some terrible, and all of them have lessons we can learn from for the next wave.
     
  10. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    I actually really like Parklife, I know it has its flaws but I enjoy it. I'm gonna rework it, still waiting for permission to get a copy of the map but when I have one I'm going to hopefully fix it.
     
    • Like Like x 1
  11. AriesRam10

    AriesRam10 Old MCPVP'er

    Joined:
    May 17, 2015
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    293
    Ratings:
    +75
    I liked all the old maps with broken features. The kind of broken features that noobs never notice but regs know all about. They were fun.
     
    • Like Like x 1
    • Informative Informative x 1
  12. AdamLovesBarca

    AdamLovesBarca CTF player | Original MCPVPer

    Joined:
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    I like almost all the maps, they really look innovative and a lot of thought were put into them. I am very confused about SubZero... it seems really allogical to me.
    Also, Divergency Strike has a lot of useless rooms/dead ends.

    I also really hoped that Standoff would finally get removed and Woodcastle Arena would get to stay. Oh well.
     
    • Like Like x 1
  13. Sir_Inge

    Sir_Inge Well-Known Member

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    I disapprove of:
    The removal of Woodcastle and Large Hall
     
    • Agree Agree x 6
  14. slayerage

    slayerage Active Member

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    Messages:
    107
    Ratings:
    +34
    I voted the "not so hot" because of the following

    - Poor aesthetic
    - Poor gameplay
    - Too many bottlenecks near flag rooms
    It's a good attempt at giving our gamemode a much needed map rotation but it falls short according to many player's opinions. I can't seem to find a single person who thinks the maps are perfect or anywhere near there. There are maps where the Engineer can place turrets in the spawn room... I don't think I need to say more then that.
     
    • Like Like x 1
  15. furtles

    furtles Well-Known Member

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    You make some great points here. A lot of the maps don't seem that great to me, but I haven't played them that much, so I'll wait a bit longer before forming an opinion.
     
  16. Sir_Inge

    Sir_Inge Well-Known Member

    Joined:
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    *cough Woodland* Will be getting fixed very soon.
     
    • Funny Funny x 1
  17. ContagiousBubble

    ContagiousBubble Active Member

    Joined:
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    128
    Ratings:
    +15
    U fukr @BrandinoB xD
     
  18. BrandinoB

    BrandinoB Well-Known Member

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    idk wut ur talking about!!11!!1!!1!
     
  19. VN2004

    VN2004 Well-Known Member

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    232
    Ratings:
    +322
    I am excited of the three maps
    Sky Glass
    Lighthouse
    Cruise Ship Battle


    I will not write a negative opinion because people who are able to create a map I admire :smile:
     
    • Friendly Friendly x 2
  20. November

    November november

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    although some of the maps have issues its mainly stuff thats easily fixable like lack of restriction blocks. plus i'd like people to remember that last wave we had large hall, japanese village and skybattle, which most people can agree were pretty trash maps, so this map wave is decent compared to others.

    plus theres only so much map makers can do until maps start becoming too similar and they have to try new things, which can often lead to issues with maps as i think is the case this wave.
     
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